/Engine/Source/Runtime/Engine/Public/Rendering/SkeletalMeshLODRenderData.h
struct FSkelMeshRenderSection
uint32
BaseIndex
The offset of this section's indices in the LOD's index buffer.
uint32
BaseVertexIndex
The offset into the LOD's vertex buffer of this section's vertices.
bool
bCastShadow
This section will cast shadow
bool
bDisabled
Disabled sections will not be collected when rendering, controlled from the source section in the skeletal mesh asset
TArray< FBoneIn...
BoneMap
The bones which are used by the vertices of this section.
bool
bRecomputeTangent
This section will recompute tangent in runtime
bool
bVisibleInRayTracing
If true, this section will be visible in ray tracing effects.
FClothingSectio...
ClothingData
Clothing data for this section, clothing is only present if ClothingData.IsValid() returns true
TArray<TArray<...
ClothMappingDataLODs
The cloth deformer mapping data to each of the required cloth LOD.
int16
CorrespondClothAssetIndex
INDEX_NONE if not set.
FDuplicatedVert...
DuplicatedVerticesBuffer
IndexBuffer containting all duplicated vertices in the section and a buffer containing which indices into the index buffer are relevant per vertex
uint16
MaterialIndex
Material (texture) used for this section.
int32
MaxBoneInfluences
Max # of bones used to skin the vertices in this section
uint32
NumTriangles
The number of triangles in this section.
uint32
NumVertices
The number of vertices in this section.
ESkinVertexColo...
RecomputeTangentsVertexMaskChannel
Which channel for masking the recompute tangents